Gaining the edge

The way I'm going with careers and occupations in Walkabout was described in the last post, with each occupation having 2, 4, 6, or 8 elements that need to be fulfilled before an occupation can be accessed. The second thing stopping a character from accessing an occupation is a narrative concern. Even if a character has the relevant abilities to be a lumberjack, they aren't going to be working as one if they find themselves in the middle of the desert. Similarly, if a character has the abilities to be a town's sheriff, but there already is a sheriff in town, then they'll need to think of a way to make that role accessible (without breaking the law). It's probably also important to point out that it's quite feasible for a character can progress through Walkabout without ever accessing an occupation.


Generally occupations provide access to two specific skills, which are learned as the regular duties of the occupation are performed. There is also an occupational edge that may be acquired by a character (this may eliminate penalties in certain situations, or provide bonus dice when specific situations occur). Occupations are also basically a way of earning a bit of capital, in the form of trade commodities, social contacts, or access to facilities that might otherwise be unavailable.
  • Basic occupations (requiring 2 elements) might provide enough to survive on.
  • Intermediate occupations (requiring 4 elements) might provide enough for a few people to survive, or one to survive in comfort. 
  • Advanced occupations (requiring 6 elements) might provide enough for a few people to live comfortably, or one to survive in opulence.
  • Master occupations (requiring 8 elements) might provide enough for a few people to live well, or one person to live like a monarch.
  • It's distinctly possible that higher levels might exist in the game later...
From this level of outcome, potential resources and rewards would be taken. Gaining access to a special vehicle might require upkeep costs that take a hit from the occupation's expected income, this also applies to special equipment such as alchemical/herbalist equipment, pre-cataclysm technology, companion animals, or anything else. I really haven't thought to heavily through the way these ideas work in the game mechanics... for the moment, character generation has a higher priority than character progress.




I guess that another thing to point out here is that characters will be permitted to generally carry a number of item units equal to the size of their physical attribute die plus four. Most items count as one item unit, some larger items might count as two or three item units, some smaller items might come with multiples in each unit. Such items could be anything and everything, but unless a character has a relationship to the item type and has effectively mastered its use, the item provides no bonus to the character...it's simply flavour. If a character has an item they are able to use in conjunction with a task, and they have a working relationship with the item, then bonuses kick in. A master with a dagger is more deadly than a someone who has just picked up a two handed sword.








Of course this plays out differently when a character has a vehicle loaded with useful equipment, a bunker stocked for the apocalypse, or conversely has walked into a haven town and has been asked to hand over all their weapons before being allowed in. Sometimes the edge an occupation provides is the vehicle, pack animal, or safe location for equipment to be stored, or reduced ongoing costs for a benefit like this.   

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